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  1. Asteroid 77

    Author: |GG|Carl
     
    Readme Description:
    ----------------------------
    This is my very first map, and I have no mapping experiences from before, so if you happen to be an evil reviewer from map-review or something, go easy on me!
     
    The map is like an asteroid with lot's of different themes on it (Formula 1, Indiana Jones, real life etc.).
    NOTE: Yeah, I read that stuff about "maintaining a consistent style throughout the map" but whatever, I like being a little different
     
    It's kinda huge, and there are a few ships on it (I know, "JA is not a flying game", but don't fly if you don't like it...)
    It supports FFA, TFFA (and JKR).
    In the beginning it was supposed to be a clan map, but now when I'm done I've realised there are only 3 "clany" areas (which are all pretty well hidden) and one or two clan banners.
    And I think I might have hit the world record in "secret area count", but I'm not sure...
     
    Filesize: 13.7 mb
     
    Additional Credits to: George Lucas and Raven
     
    Thanks to: RichDiesal for an excellent mapping tutorial (http://richdiesal.jedioutcastmaps.com/tutorials/)
    GothicX for helping me with LOTS of different things.
    WadeV1589 for ansering some of my stipid questions.
    lassev for helping me with the scripting.
    QkennyQ for the very cool Van Halen guitar md3 +some other md3 models.
    My clan mates in |GG| for lots of great ideas (Especially |GG|Boss, he's the one who made all the wacko stuff up!)
    +Some other dudes at lucasforums...
     
    Other: My best time on the racetrack is 1 min 10 secs, try to beat that!
     
    And btw, SOMEONE PLEASE MAKE A MOD WHICH MAKES THE SWOOPS GO FASTER!
     
    BOT-support: Yes
    New sounds: Yes
    New textures: Yes
     
     
     
    Story: A long long time ago, on an asteroid far far away the evil Darth Ugnaught sat in his throne room and thought.
    He wanted to prove the dark side was stronger than the light.
    He saw only one solution. He invited his Jedi brother, Master Ugnaught.
    Master Ugnaught accepted the invitation, because he wanted to prove the light side was most powerful.
    They dueled. And dueled. And dueled. But no one seemed to win! After 6 days and 6 nights the brothers fell asleep.
    When they woke up they both where furious! Someone simply had to win! They built a new duel room. But no one won there either.
    They built more duel rooms, but no one won. After some months the asteroid was full of duel rooms and stuff.
    Darth Ugnaught said to his brother: We must find some way to see who’s the greatest! Master Ugnaught agreed.
    Suddenly a great idea popped up in their minds; they should race about it!
     
    If you want the rest of the story you've gotta play the map!
     
    * Construction *
     
    Editor used: GTK radiant, Photoshop 7.0, Nero wave editor, Pakscape, Notepad
     
    Known Bugs: The map is huge and kinda detailed, which might lead to a crazy little thing called lag...
     
    * Installation *
     
    Unzip the pk3 file to your "gamedata\base" directory (for example: C:\Program files\Lucas Arts\Jedi Academy\Gamedata\base)
     
    * Copyright / Permissions *
     
    YOU MAY USE MY TEXTURES, SHADERS AND STUFF, BUT YOU MUST CREDIT ME IN THE README!
     


    Uploaded by
    Onysfx

    511 downloads

       (8 reviews)

    7 comments

    Updated

  2. asteRoid Base

    This is the first map I ever finished. It is entirely created with bsp modeling and high contrast lighting. The concept was originally a hidden asteroid base, and with lighting became an abandoned hidden asteroid base. It may not be the prettiest, smoothest, most detailed map out there, but it does what it does well.
     
    Known Issues:
    The sewage hole is a pain in the butt to get into. It keeps jumping you out frustratingly, but if you slow yourself down and carefully drop in, it should work.
    Bugs? What? Nah, not that I know of. Feel free to report any that you find.

    161 downloads

       (1 review)

    0 comments

    Updated

  3. Asteroid: H5

    ==========
    ABOUT MAP
    ==========
    Asteroid H5 is the 5th map in the HGC Hangout series. Past maps have taught me lessons and I've capitalized on those lessons when making this new map. I decided to go with an asteroid in an asteroid field this time around because I felt it gave the map some class. Past maps were just random fun and games. This time it's more serious. I had some inspiration from the asteroid Lumiya occupied in space in the Legacy of the Force book series. This map includes many features like secret areas, the mission, and more. It gives you something to do if no one is playing the map with you. I hope everyone enjoys the map and if anyone has questions or need hints/help you may contact me by the email address below.
    ~HiddenSpy
     
     
    Comments
    --------
    -There will be a server running this map for quite some time after map release. Go to the website above to find the server tracker.
     
    -Please ask for permission before using any custom made content.
     
     
    ==========
    MAP NOTES
    ==========
    There are several secrets in this map. The well of doom the most obvious and difficult of them. There are also some traps. The mission leads you to most of the secrets but not all.
     
    WARNING: Do not go past the artificial environment emitters without being in a tie-fighter, or you will be exposed to space!
     
    Bugs: Since map allows you to go everywhere, not everything is perfect. I feel the minor problems are acceptable though and feel it's ready to share.
     
     
    ==========
    BACKSTORY
    ==========
    -Prologue-
    Your TIE-fighter comes out of hyperspace and approaches the asteroid field. The engines moan as they cease operation.
     
     
     
    You have been formally invited and given the exact location of the asteroid to complete your mission, but you remain cautious, for the asteroid feels surrounded in the dark side of the force...
     
     
     
    You read all available data before landing and reporting to the council area.
     
     
    -Database Record-
    Asteroid H5 is located in the Thoridian sector near the Thordor asteroid field. Exact location of the asteroid changes constantly and is unknown at this time. HGC operatives have occupied the region for centuries and H5 is their likely base of operations. It is recommended to stay clear unless formally invited. Asteroid H5 has great abundances of water and several different kinds of rock. Continuous simulated atmospheric conditions have melted the water deposits and formed a landscape of great wonder with creatures attracted to its power and hospitable enclaves.
     
     
    ========
    MISSION
    ========
    Infiltrate the asteroid, and do the following:
    Find the Sith which taint the asteroid and defeat their leader Desann.
    Find the Twin Eye artifacts that will give you powers only one could dream of.
    Find RoboMan and sign out a shuttle to transport the artifacts back to Coruscant.
    All these must be done or your mission will be incomplete!
    Once complete, mission accomplished!
     
     
    ===========
    HIDDEN H'S
    ===========
    Find all six of them! Then declare yourself awesome!
     
     
    ==================
    CONSTRUCTION TIME
    ==================
    Date Started: 2/24/09
     
    Date Completed: 5/2/09
     
    Construction Notes:
    Includes breaks and non-constructive days.
    Includes idea and blueprint construction time before designing map itself.
    On May 15th a few small bugs were fixed while an arena file was added by request.

    659 downloads

       (2 reviews)

    1 comment

    Submitted

  4. Atlantica

    Download SP crash fix here:

    https://jkhub.org/files/file/1561-%7B%3F%7D/
     
    Brush Count: 28,280 + ~15,000 in ASE Models
    Entity Count: 3528
    Build Time: 1 Year, 6 months (Of which 6 months has been bug fixing...grr.)
    Compile Time: 80 Minutes.
     
    Features
    Doc Ock Style fusion generator
    Passcoded council/admin doors (using switches where a numerical value can be inputted)
    Destructable environments, trees/lamps.e.t.c
    You can then fix some of these using toolkits (televisions for example) and other items you can pick up.
    You can collect credits to pay for access to certain areas by either finding them lying around or completing challenges.
    Virtual reality training for sneaking as a challenge.
    Elevators with selectable floors.
    Interactive NPC's that walk around and speak to each other.
    Lots of cupboards/doors openable by force powers
    Lamps can be pulled down, crates can be force utilised.
    Healing bacta tanks.
    Keycard system whereby a card must be bought/found to access certain areas, like the lock key system in SP.
    A few others, secret areas/switch hunt and stuff.

    ============================================================
    Map Installation : Extract the contents of the .zip (Atlantica.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
    ============================================================
     
    IMPORTANT INFO FOR SERVER HOSTERS:
    -------------------------------------
    THIS MAP CAN TAKE IN EXCESS OF 3 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A VALUE OF AT LEAST 500 (Or else clients that take longer than 2mins to load will get kicked automatically)
     
    //////////////////////////////////////
    //==================================//
    //NOTES ON THE MAP: IMPORTANT!!!!! //
    //==================================//
    //////////////////////////////////////
     
    SETTING YOUR OWN ADMINISTRATION ROOM PASSWORD
    =============================================
     
    Please follow the tutorial included in this .ZIP file or read it at www.szicovii.com under tutorials. The default password is 557752, starting from the door to the of the left of the central panel when facing it, and moving clockwise.
     
    ATLANTICA_RPG
    ==============
    This map is the RPG version of the map, which doesn't have any interactive NPC's to reduce server load and stress, but contains extra scripting. This map contains the keycard system as well as the toolbox repair system and the credits system. So, if you want to play with these features, load this map!
     
    ATLANTICA
    =========
    This map is the core(basic) map which does contain interactive NPC's but none of the advanced scripting found in the RPG version. This is for players who desire a more FFA-themed experience, or clans who do not wish to play with the RPG features because they have their own mods which they can use instead.
     
    Download source files
     
    Source files notes:
     
     
     
    =======================================================
     
    A review by Averus Retruthan:
     
     
     

    2,186 downloads

       (8 reviews)

    1 comment

    Updated

  5. Atlantica Fix

    This is a simple fixed version of Atlantica to prevent Single-Player mode from crashing. The shader directives have also been modified to make it compatible with OpenJK.
    This completely replaces the old pk3 files, so remove those from base and replace with the ones in this file. It also contains the 1.02 source files.
     
    Atlantica (V1.02)
    =======================
    New Textures: Yes
    New Sounds: Yes
    New Models: Yes
    New Scripts: Yes
    Bot Routing: Yes
    Gametypes: FFA, TFFA
     
    Brush Count: 28,280 + ~15,000 in ASE Models
    Entity Count: 3528
    Build Time: 1 Year, 6 months (Of which 6 months has been bug fixing...grr.)
    Compile Time: 5 Minutes.
     
    Changelog (1.02):
    --------
    - Fixed shader syntax which caused textures to load incorrectly in OpenJK.
    - Amended licensing information to make it clear that others cannot upload this file to
    sites without my consent.
     
    Changelog (1.01):
    --------
    - Fixed extended script names which caused SP mode to crash.
     
    Features:
    --------
     
    - Doc Ock Style fusion generator
    - Passcoded council/admin doors (using switches where a numerical value can be inputted)
    - Destructable environments, trees/lamps.e.t.c
    - You can then fix some of these using toolkits (televisions for example) and other items you can pick up.
    - You can collect credits to pay for access to certain areas by either finding them lying around or completing challenges.
    - Virtual reality training for sneaking as a challenge.
    - Elevators with selectable floors.
    - Interactive NPC's that walk around and speak to each other.
    - Lots of cupboards/doors openable by force powers
    - Lamps can be pulled down, crates can be force utilised.
    - Healing bacta tanks.
    - Keycard system whereby a card must be bought/found to access certain areas, like the lock key system in SP.
    - A few others, secret areas/switch hunt and stuff.
     
    ============================================================
    Map Installation : Extract the contents of the .zip (Atlantica_v1.01.pk3) into your Jedi Academy/GameData/Base directory, and you're all set to go!
    ============================================================
     
    IMPORTANT INFO FOR SERVER HOSTERS:
    -------------------------------------
    THIS MAP CAN TAKE IN EXCESS OF 3 MINUTES TO LOAD FOR THOSE ON OLDER COMPUTERS. THEREFORE ANY SERVER WISHING TO RUN THIS MAP MUST HAVE 'SV_TIMEOUT' SET TO A
    VALUE OF AT LEAST 500 (Or else clients that take longer than 2mins to load will get kicked automatically)
     
    //////////////////////////////////////
    //==================================//
    //NOTES ON THE MAP: IMPORTANT!!!!! //
    //==================================//
    //////////////////////////////////////
     
    SETTING YOUR OWN ADMINISTRATION ROOM PASSWORD
    =============================================
     
    Please follow the tutorial included in this .ZIP file or read it at www.szicovii.com under tutorials.
    The default password is 557752, starting from the door to the of the left of the central panel when facing it, and moving clockwise.
     
     
    ATLANTICA_RPG
    ==============
    This map is the RPG version of the map, which doesn't have any interactive NPC's to reduce server load and stress, but contains extra scripting.
    This map contains the keycard system as well as the toolbox repair system and the credits system. So, if you want to play with these features, load this map!
     
    ATLANTICA
    =========
    This map is the core(basic) map which does contain interactive NPC's but none of the advanced scripting found in the RPG version. This is for players
    who desire a more FFA-themed experience, or clans who do not wish to play with the RPG features because they have their own mods which they can use instead.
     
     
    ==========
    Known Bugs
    ==========
     
    - In the long staircase with the rocky walls and the view of the ocean, you can see a small glimpse of another section of the map when looking
    upwards out of the window.
     
    - If you die/disconnect when participating in the Stealth VR training sessions the scripting system which governs these minigames will break
    and the map may need to be restarted. Of course, there's no way to die in here unless you kill yourself, so this is a very simple bug to avoid.
    Server admins can teleport/noclip into a broken VR training room and complete/fail the training to restart the scripts without needing a map restart.
     
    - The elevator consoles can get out of sync with the elevator itself, but it was either this or make the consoles crush through the player, which isn't
    desireable. They will always fall back in sync, and only go out of sync rarely when blocked by the player.
     
    ==========
    CREDITS
    ==========
     
    - RoboPhread, Lugormod coder and the biggest inspiration for the extra scripting I did in this map. He's the brains behind most of the really cool stuff,
    like the keycode doors and the passworded room. Without you Robo, this map wouldn't be what it is today. I'm sure you'll be unimpressed by my extensive
    use of unnecessary target_scriptrunners, the position of the lift and my less-than-liberal use of parms, but the job got done in the end
    Thank you so much!
     
    - Xa'o Zalei for helping with the design, concept work and theme progression throughout the development of this project! I orignally wanted to blow you up
    with my Death Star for 'persuading' me into making this map for you, but in the end it was a fantastic experience for me, and you know that this map
    would also not exist without your tireless input and contribution. Thanks!
     
    - ::JEDI:: logo created by Jared Quell and Ctathos Ederoi, textured by Jared Quell
    - ::JEDI:: Video and Space Simulation video by Shimi Zaki
    - Original Skybox created by Caboosium.
    - NAB622/Lassev for other contributions to script debugging.
    - HOUHOU - Teleporter effect based on FFVII's Cure magic.
     
    Beta Testers
    -------------
    Szico VII
    Xa'o Zalei
    Caboosium (G-Jay)
    Azenin
    Tulak Hord
    vmandrake
    Master Ryan
    Aayla
    Madcatmach2
    MrSwishy
    Nozyspy
    Killerx20
    Isla Kamamee
    Maverick
    SapientWisp
    NaiSmith
    Darth Parrot
    SMoKE
    JimmyJimmy
    CarolRady
    Juggernut
    Ctathos
    Averus Retruthan
     
    ==========
    Clan Notes
    ==========
     
    WRITTEN BY: Xa'o Zalei
    MSN/E-Mail: catsmeow17@msn.com
    X-Fire: xaodarkhaven
     
    I would like to personally thank Szico VII for all of his help the past year and a bit making this map.
    He is a stand up guy and a wonderful person. I asked him way back if he would make a small map on a small star Wars planet
    and it turned into one of the best maps I have ever seen for JKA. So for that, thank you for everything Szico. You are
    amazing.
     
    ------------------------------------------------------------------------------
    IMPORTANT!!!!
    -------------------------------------------------------------------------------
     
    Made for ::JEDI::
    www.jediholo.net
     
    NO ELEMENTS OF THIS MAP CAN BE EDITED/RIPPED!
    SOURCE FILES CAN BE DOWNLOADED SEPERATELY!
     
    (You can however use them for learning purposes, or get my permission if you want to publish edited files. I have nothing against you editing these files
    for your own progress, but releasing wihtout my consent will result in certain death lol!)
     
    If you want to use any of these, ask me first!
     
    ===========================================================
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSERS.
    ===========================================================
     
    ~Szico VII~

    8,021 downloads

       (11 reviews)

    15 comments

    Updated

  6. B-mountain

    This is a Yavin style climbing mountain and sequel to A-mountain. It's slightly taller than A-mountain now. There is trigger at start and finish for timers that modders may use for racing if they like.

    1,139 downloads

       (8 reviews)

    3 comments

    Updated

  7. Bacrana

    Bacrana
    This high rise district is known for its merchants, droid store and casino. 
    The map has:
    - A casino with pazaak tables and Bosses office
    - A droid shop
    - Main strip with Noodle bar and advertisements
     
    Credits:
    - Siberi for Twi'lek neon signs
    - Szico VII for textures from NeoTokyo
    - Bob Billy Farmer Boy for textures frm Nar Shadaa
    - Ilya Gampassa from ::JEDI:: for custom punny neon signs
    - Mirkal, Aren Kelpor, MagSul and Pent Desh for bug testing
     

    263 downloads

       (2 reviews)

    0 comments

    Updated

  8. banana-beta0.2

    Might as well release this first piece that I worked on. I was working on this just before putting my attention on the JoF Temple.
    There was a time when JoF server map was permanently Jedi's Home II. I wanted something more, so I decided to make an epic map that would replace the JH2 with superior fun and function. 
    I was innocent and did not know anything about fps or area portals back then. This was the first map I attempted to release, and this is the first version that was tested with a group of people. Most them had unplayable fps, at least in the above portion of the map; the underground was playable by many. I dropped this map at that point. The map has only ambient light, so it might be bit dark. 
    I really do enjoy the layout still ^^ This definitely is a piece of me I put a lot of heart in. Wanted to upload it here for safe keeping 🙂 Check it out if you like 

    46 downloads

       (0 reviews)

    0 comments

    Updated

  9. Battle Bar Arena

    First time test map! To load it, please use the menu or /devmap battlebar1
    Please unzip the BattleBar.zip folder and extract the contents to your Base folder.

    199 downloads

       (3 reviews)

    0 comments

    Updated

  10. Battle of Caretan

    Mapa para ffa y tffa.Este mapa es una conversion del mapa del cod2 Carentan adaptado para el jk3.
     
    Map for ffa and tffa.Este map is a map of COD2 conversion adapted for jk3 Carentan.

    573 downloads

       (3 reviews)

    0 comments

    Updated

  11. Battle of Geonosis

    This is a map that I'm working on for the Moviebattles II mod. I decided to convert an early version of it to TFFA/FFA and release it. It's based on the Battle of Geonosis from Attack of the Clones. I say "based on" because it's not an SJC-caliber replica, but it should hopefully feel loosely familiar.

    1,736 downloads

       (4 reviews)

    0 comments

    Submitted

  12. Battle on Theed

    This map is (loosely) based on the location of Theed as seen in Episode 1.
     
    This is a FFA/TFFA version, but there are also MB2 and Siege versions being tested at www.moviebattles.com and www.jkasiege.com. The Siege version will be included in the upcoming JKASiege map pack but if you want to help test it out, visit www.jkasiege.com.

    1,850 downloads

       (6 reviews)

    1 comment

    Submitted

  13. Battlestar Aurelia

    Battlestar Aurelia - Readme



    Outline ONE - 30-11-2012



    "You watch me. I'll have my own Battlestar one day"


     
    Description:
    This map will be "odd" because this is more of an outline rather then a playable map and originally, it was designed for Elite Force and specificly the RPG-X modification. However, given the fact that the RPG-X developers decided to regard me as an untermensch, I decided to cease development of the RPG-X version.
     
    The origins of this map lies within all my previous maps released for Elite Force, namely the Asteroid Base, Battlestar Bellerophon and U.S.S Leonov maps, augmented with various elements from a wide range of sci-fi television shows, movies and videogames both past and present, I have made an attempt to incorporate all these elements into a single, workable map.
     
    Since I feel that the Aurelia's design is a strong one and not depending onto one game alone, I decided to port and release this map for Jedi Academy instead and altough its more of an outline then a playable map, I decided to release it in its current form due to (for the most part) time constraints and to give players and fellow mappers a chance to see what I have been up to. Some areas are complete, some aren't and some are somewhere in between.
     
    Game info:
    Game: Jedi Academy
    Gametype: Free for all (Other modes may work but are not supported)
    Number of Players: 14
    Bot Support: No

     
    Credits:
    Mapping: Apprentice
    Additional models: Apprentice
    Additional textures: Apprentice

     
    The Master plan:

    (Outline1)
    For this map, there is no master plan. I have decided to release it "as is" and if there is sufficient feedback, I may decide to release an Outline TWO or port this map to other idTech3 based games, including a version for RPG-X but that depends on how the RPG-X developers continue to regard me. 
     
    Feedback:

    Feedback can be given through apprentice(at)apprentice(dot)be. 
    For actual information about the map "Battlestar Aurelia", see the website www.apprentice.tk
     
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
     
    THIS MODIFICATION MAY NOT BE USED WITH UBERGAMES RELATED PROJECTS NOR MAY IT BE USED IN NON-UBERGAMES PROJECTS MADE BY UBERGAMES STAFF OR THEIR AFFILIATES, PAST, PRESENT AND FUTURE.

    927 downloads

       (1 review)

    7 comments

    Updated

  14. Bayonetta Prologue

    "In a universe of light and dark, where perception is reality..." This is to the best of my ability, A recreation of the prologue stage from the game Bayonetta for Xbox 360 and PS3.
     
    Map should no longer cause issues with JA+ or GTK or menu.

    161 downloads

       (2 reviews)

    0 comments

    Updated

  15. Bespin FFA

    This is a Jedi Academy version of the popular Jedi Outcast Bespin FFA map.

    5,517 downloads

       (6 reviews)

    1 comment

    Updated

  16. Bespin Towers

    This is an old bespin level. Its full of bugs. I have included all mod files for this level and the endor level.
    Source files included
     
    RAILBACK

    551 downloads

       (6 reviews)

    0 comments

    Updated

  17. Bioshock - The Church of Our Lord

    Unfinished project - released as is for learning and development purposes
    Was going to optimise for rend2 but found most recent builds buggy and unworkable.
     
    /////////////////////////////////////////////////
    //
    // Bioshock
    // The Church of Our Lord
    // ====================
    // by Szico VII
    // 24th Aug 2017
    //
    ///////////////////////////////////////////////
     
    MAPPED BY Szico VII
    MSN: szicovii@gmail.com
    E-Mail: szicovii@gmail.com
    AIM: Szico VII
    http://www.jkhub.org
     
    Bioshock - The Church of Our Lord (Alpha v0.1)
    =======================
    New Textures: Yes
    New Sounds: Yes
    New Models: Yes
    New Scripts: No
    Bot Routing: No
    Gametypes: FFA, TFFA
     
    Brush Count (inc. ASE models and patches): ---
    Entity Count: ---
    Active Build Time: 1 months
    Compile Time: 1mins
     
    ==============================================================================================
    Map Installation : Unzip the contents of the zip (Bioshock - The Church of our Lord.pk3)
    into your Jedi Academy/GameData/Base directory, and you're all set to go!
     
    /devmap bioshock_basilica to run
     
    (EDITORS ONLY:)
    Source Files: ---
    ==============================================================================================
     
    /////////////////
    // Features: //
    /////////////////
     
    ---
     
    -Credits-
     
    Nil
     
    (All efforts have been made to trace holders of original material, but if anyone has been omitted, I apologise.)
     
    Known Bugs:
    ============
    - Caustic effect clips with flags in newer OpenJK builds
     
    ====================================
    Afterword:
    ====================================
     
    Unfinished project - released as is for learning and development purposes
    Was going to optimise for rend2 but found most recent builds buggy and unworkable - some residual effects included if you can get it to work however
     
    ---------------------------------------------------------------------------------
    IMPORTANT!!!!
    ---------------------------------------------------------------------------------
    SOME ELEMENTS OF THIS MAP CANNOT BE USED/RIPPED!
    This includes:
    - Textures
    - Model textures/shaders
    - The Map itself
     
    (You can however use them for learning purposes, or get my permission if you want to publish edited files
    I have nothing against you editing these files for your own progress.
     
    If you want to use any of these, ask me first!
     
    You can however, use freely, and without my permission:
    - Original models, but not the new skins/textures.
    - Shaders
    - Scripts
    ==================================================================================
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR
    LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS
    ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSERS.
    ==================================================================================
     
    ~Szico VII~

    371 downloads

       (10 reviews)

    1 comment

    Updated

  18. Block Fort

    This is based off the Mario Kart 64 battle mode map, Blockfort, however its been given a face lift from the original, made to look abandoned with age, or medeval even

    67 downloads

       (2 reviews)

    0 comments

    Updated

  19. Boba Fett's Hideout

    I wanted to do some kind of desing using patch meshes and cylinders and I came up with the idea of some kind of listening post which turned out as a Huge dish, I had this idea that Boba Fett may have some little stop off points here and ther around the galaxy, so came up with the idea of this being a hideout where the bounty hunter, would stop and dump cargo and the like.
     
    The map itself started life as the next version of the Universal Trials/Training map that I did for the clan UNIVERSAL, some of you may recognise the garden area of the map as it is basically what is left of the Universal Trianing map. However I still devote this map to the Clan Universal...
     
    The music included in the pk3 file is from the movie The Rock by MR Zimmer awsome...
     
    Have Fun

    721 downloads

       (5 reviews)

    2 comments

    Submitted

  20. Boonta Eve Tatooine Pod Race JKR Speedway

    Shoot the doors to open!!!!!!!!!!!!!!!!!!!!!!!!
     
    I am glad that i finaly have the first version of this map complete - i will start by saying that there are several things
    That need to be sorted out, i would have liked a higher fps on the start line section, which is the part where
    The fps drops to its lowest - due to the size and scape of that particular part, however most of the course delivers a playable
    Fps rate so thats not too bad.
     
    As many of you will know - this is a map that has been done mostly for jedimoves.com
    - and infact i have spoken to javier there in depth about
    The map - jediomoves have suplied my with screenshots and some plans which i have roughly
    Based the map on so thanks to them.
     
    This is really a tester version for a final release which will include pod racer models by duncan, so i look forward to that.
     
    Anyway i hope you enjoy this, and here are some stupid fact about the map:
    To walk around the entire course without using force speed takes around ten mins (that just shows how large this is)
    It take about 2 mins to go around the course on the speeders (using boost now and then)
    The speeders that are included are speeders that i have modified, i have increased the speed, boost, and armor so
    That at least it is possible to get around the course a couple of times without exploding.

    Have fun

    2,034 downloads

       (8 reviews)

    1 comment

    Submitted

  21. Bramble Gambol 2

    ======================
    ::RESPECTING MY WORK::
    ======================
    I ask those who download this map to respect my work and do not decompile it, tamper with it, or host the file itself for download anywhere without permission from me directly. I share this map so other gamers can check it out and have some fun with playing it. I do not release it for people to tamper and take it apart to steal features or so forth. This work was done by me, owned by me and shared from me to you, and I release my work by choice and I can easily choose to not release future projects in the future, so please respect my work.
     
    =============
    ::ABOUT MAP::
    =============
    This map IS NOT a replacement for the original Bramble Gambol I made a while back. The old Bramble Gambol had completely different courses. This map has all new courses. I recommend players of this map have completed at least a majority of the courses in the previous map as this one is a bit more difficult. No course is based on any luck variables.
     
    Upon mastering all courses of the previous map BG1 (Original Bramble Gambol) and friends getting them down packed too, I decided to go ahead and make a part 2. The last one didn't focus on design whatsoever, but this map I decided to take on a more designed approach to make the atmosphere more satisfying to the player. This map, like the last, focuses on testing your skills at manipulating the physics of this game to complete various courses design by me. All are possible and there are flowers (not stars like this time) to show how hard each course is. The more flowers, the harder it is (in my opinion of course). Once you get a strong feel and try the courses many times they will get easier and easier. They take practice! I've mastered the hardest course on BG1 after much practice. You (the player) can too, given time and patience along with any map here. Wouldn't it be cool to master a course that your archrival can't do? Who's got the skills now?!
     
    I got inspiration to start this map series after thinking about good old times in other games, specifically Diddy Kongs Quest for the SNES. Granted, this doesn't look like the game at all, nor play like it, and no images or so forth were copied, but I decided to give the game credit (since I used a remix of the Bramble theme song) with the opening screenshot being an image from the game itself. The whole skilled jump course idea just came to me one day as I wanted to get my skill up. I then went about level designing as my last experiences with level design allowed me to create such maps as these. It needed a theme so this is the one I picked.
     
    I'd ask, if you do enjoy the map, to let me know. I only release these maps because I feel others may like to play them as well.
     

    http://www.youtube.com/watch?v=-pmIxBjorTk

     
     
    ===============
    ::HOW TO PLAY::
    ===============
    This is a basic introduction about the mechanics of Jedi Academy.
     
    Each course does something a bit different. To complete each course, make it to the end where you will find a button to press or land on and a teleport to take you back to the start. Press the button to see a victory effect. Do not use the jetpack/grapple or any shortcuts to complete any course or you did not really complete it.
     
    It is ok to land on the sides of a pushing barrel but it's considered an imperfect run. A perfect run would avoid any glitches and otherwise diversions from going straight through the course. Here are some basic concepts:
     
    Strafe Jumping - Gaining speed as you continuously jump. There are some tricks to jump farther and more accurately. I'm not here to give lessons, but the best example of controlled Strafe jumping is Hiddens Revival. This is not strictly a strafe long jumping type course, as you must watch where you land and not go too fast (I've shot way past goal several times).
     
    Air Maneuvering - When you are shot into the air, you can guide where you land by using the arrow keys. The barrel colors help you get an idea of what to expect but don't tell you exactly what to do. Watching how fast your surroundings move, you should be able to guess on what to do.
     
    Dodging - When dodging green wood (poison) from a moving barrel, remember you can run to move quickly and walk to move slowly. Walking makes many courses much easier, so use it!
     
    More and more - There are a ton of tricks with this map that many players may not of encountered before. I could write a book on all the little things to learn to help master these courses. I'm open to helping people who request it.
     
     
    FLOWERS at each course represent how difficult I feel each course is. You can count how many flowers there are or go by top one. I'll do both. If you like Golf, you could times the amount of flowers by 3 and that would be the par for the course.
     
    - Blue (1 flower) - An Easy course.
    - Green (2Fl) - A moderate course.
    - Yellow (3fl) - A challenging course
    - Orange (4fl) - A very challenging course
    - Red (5fl) - A very difficult course.
     
     
    ======================
    ::RULES & GUIDELINES::
    ======================
    - If you use any mod/cheat to get to the goal of any course, you automatically fail. This includes but is not limited to grapple hook from japlus, jetpack, or anything other than basic base movement.
     
    - If you miss a barrel, just fall. You will be teleported back to the starting area. Trying to grapple can drives you nuts in this map as it's difficult to get back where you were generally.
     
    - Force regenerate rate was set to "0" when testing the courses on this map. However the default "200" can also be used on most courses. However a regen rate of "0" may be more practical on some courses.
     
    COURSES:
    ========
    1-Beginners Luck *
    2-Hiddens Revival ***
    3-Full Bloom *****
    4-Foliage Hoist **
    5-Serendipity **
    6-Snake Dance 2 ****
    7-Ivory Tower ****
    8-Hogshead ***
    9-The Grasshopper **
    10-Slippery Slopes ****
     
     
    ==========================
    ::BARREL TYPES (w/hints)::
    ==========================
    Brown Open - A barrel that shoots you somewhere when landing in it. Speed is not announced (but generally nothing extreme). You may or may not have to dodge a danger or two to get to next barrel.
     
    Brown Closed - A barrel you must land on and jump to the next from. You may not want to solidly land but to strafe jump from it instead.
     
    Red Open - A hint to the player that this barrel will be shooting you faster than needed (usually meaning you will need to pull back in order to get to the next barrel).
     
    Red Closed - You want to land and stay on this barrel. When you do land on it, it will take off quickly. You will want to jump from this barrel once the next one is in range.
     
    Blue Open - A hint to the player that this barrel will be shooting you slower than needed (usually meaning you will need to push forward in order to get to the next barrel).
     
    Blue Closed - These barrels automatically move back and forth, but slowly. You might have to wait for them on a purple barrel. Land on them, and use them to get to the next barrel.
     
    Yellow Open - Shoots you in the general direction of next platform, but you must dodge obstacles to make it.
     
    Purple - Moves up and down. Waiting Area, keep jumping (time it out) to be safe!
     
    Green Wood - Poison. Instant death.
     
    White Wood - Slippery. You will slide with minimal control.
     
    Turquoise tube - Shoots you through it to next barrel.
     
     
    ===================
    ::TRICKS/COMMENTS::
    ===================
    -If you are pushing any buttons in turquoise tubes that will just send your character likely in a bad direction.
     
    - Try to remember how you screwed up the first time. I've seen players fail over and over again doing the same thing. If what you did didn't work, try something else! Try to make progress each try, and take your time and think! No map depends on luck.
     
    - Don't rush it. Once you start rushing you generally just die more and make little progress if at all.
     
    - Examine a course before attempting it! Far too often players glance at the course from a distance and soon as they get to it, they jump on the first barrel and fall straight down; or after getting the first push they fall and fail the course.
     
    - All courses were tested thoroughly and proven possible over and over again. No course is luck, or randomly timed based. All can be done 100% of the time if your skill is up to the challenge.
     
     
    Looking for help? I'll be posting a youtube video before long. Check out my youtube channel:
    http://www.youtube.c...ddensgamingclub

    118 downloads

       (0 reviews)

    0 comments

    Updated

  22. Burial Ground

    I love halloween, don't you? that's why I did this very spooky map. I also love Tomb Raider. that's also why I did this map. if you like halloween and tomb raider, then you should play this map. 
     
    This map doubles as a small, short, singleplayer level as well as a duel/FFA map. spoilers are in the readme! in addition, the map contains two .bsps, one for a Dawn/Dusk lit level, and another for a night level for extra spooks. 
     
    burial_ground.bsp (day)
    burial_ground_night.bsp (for ghost day)
     
    I really should have defaulted to night, shouldn't I? if anyone is interested in me adding to this map in the form of some npcs and a possible boss battle, please let me know and I'll see what I can come up with. 

    41 downloads

       (1 review)

    0 comments

    Updated

  23. Business District

    An urban office building set in rainy weather. Built for Map-Review's "Theme Fusion" contest.
    Place the pk3 file in your base folder and run the map from the multiplayer menu.

    380 downloads

       (4 reviews)

    4 comments

    Updated

  24. Byss Outpost

    Mapped by Roshi
     
    Byss Outpost is a multi-themed FFA/TFFA map for Jedi Academy. The main portion of the map is a Byss themed space station. This portion of the map contains bot routing. Going downstairs via elevator leads you to 4 teleporters linked to different themed arenas. The included arenas are:
     
    Bespin duel arena
    Desert rancor arena
    Yavin duel arena
    Hoth tauntaun joust arena
     
    Supported gametypes: FFA, TFFA
    Bot routing: yes
     
    Note: All textures in this map are base JA. If you experience missing textures, you have either deleted textures in your base folder, or downloaded maps containing custom textures that overwrite base JA textures.

    369 downloads

       (3 reviews)

    1 comment

    Updated

  25. c-mountain

    This map works for both jk3 and jk2. This is another of my mountain maps. It is a sequel to A-mountain and B-Mountain. One of the problems I noticed while watching people race a-mountain is they were fighting over 2-3 seconds once they learned it. This mountain should be harder and longer and hopefully solve that problem should people choose to race it.
     
    My climbing mountains are loosely inspired by the work of Boris from quake defrag.

    1,124 downloads

       (8 reviews)

    5 comments

    Updated


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